Comparing the effectiveness of game literacy education and game coding education in improving problematic internet gaming

ObjectiveProblematic internet gaming by adolescents has been thought to be associated with low self-esteem, depression, anxiety, and attention problems. We hypothesized that both game literacy and coding education would effectively improve problematic internet use. However, game coding education wou...

Full description

Bibliographic Details
Main Authors: Ellie Seunga Han, YeJi Park, Deborah Yurgelun-Todd, Perry F. Renshaw, Doug Hyun Han
Format: Article
Language:English
Published: Frontiers Media S.A. 2024-03-01
Series:Frontiers in Psychiatry
Subjects:
Online Access:https://www.frontiersin.org/articles/10.3389/fpsyt.2024.1377231/full
_version_ 1827311946902274048
author Ellie Seunga Han
YeJi Park
Deborah Yurgelun-Todd
Deborah Yurgelun-Todd
Perry F. Renshaw
Perry F. Renshaw
Doug Hyun Han
author_facet Ellie Seunga Han
YeJi Park
Deborah Yurgelun-Todd
Deborah Yurgelun-Todd
Perry F. Renshaw
Perry F. Renshaw
Doug Hyun Han
author_sort Ellie Seunga Han
collection DOAJ
description ObjectiveProblematic internet gaming by adolescents has been thought to be associated with low self-esteem, depression, anxiety, and attention problems. We hypothesized that both game literacy and coding education would effectively improve problematic internet use. However, game coding education would be more effective in enhancing self-esteem and social anxiety in adolescents than game literacy education.MethodsA total of 733 adolescent volunteers were included and randomly assigned to either the game coding education or game literacy education programs. Both programs consisted of eight sessions, each lasting 45 minutes, over four weeks. The coding education sessions included game planning and development lessons and allowed students to create the game’s characters, stages, and tutorials directly using Scratch, a free coding program. Game literacy education sessions included lessons on enjoying gaming with a healthy rationale and etiquette. Data on demographics, gaming patterns, and psychological status, including positive/negative perceptions of online games, depression, social anxiety, and self-esteem, were collected.ResultsBoth game coding and game literacy education significantly improved YIAS scores compared to baseline, and there was no significant difference in the YIAS scores between the two groups after the interventions. In the hierarchical logistic regression analysis of all participants, higher YIAS scores, stronger negative perceptions of gaming, and lower attention problem scores at baseline predicted lower levels of internet gaming addiction after interventions. In the hierarchical logistic regression analysis among individuals with game coding education, higher YIAS scores, stronger negative perceptions of gaming, lower attention problem scores, and higher self-esteem scores at baseline predicted lower levels of internet gaming addiction after intervention. In addition, game coding education greatly improved negative perceptions of games, self-esteem, and social anxiety compared to game literacy education.ConclusionBoth game literacy and game coding education effectively mitigate internet game addiction. However, game coding education effectively mitigated problematic internet gaming by improving negative perceptions of games, self-esteem, and social anxiety in adolescents. We found that the application of knowledge by students in creating their own games was more effective than simply developing a conceptual understanding of the games.
first_indexed 2024-04-24T20:28:18Z
format Article
id doaj.art-be208c89dcab4bbeb8208bb231f80d6b
institution Directory Open Access Journal
issn 1664-0640
language English
last_indexed 2024-04-24T20:28:18Z
publishDate 2024-03-01
publisher Frontiers Media S.A.
record_format Article
series Frontiers in Psychiatry
spelling doaj.art-be208c89dcab4bbeb8208bb231f80d6b2024-03-22T04:50:15ZengFrontiers Media S.A.Frontiers in Psychiatry1664-06402024-03-011510.3389/fpsyt.2024.13772311377231Comparing the effectiveness of game literacy education and game coding education in improving problematic internet gamingEllie Seunga Han0YeJi Park1Deborah Yurgelun-Todd2Deborah Yurgelun-Todd3Perry F. Renshaw4Perry F. Renshaw5Doug Hyun Han6Department of Political Science, Vanderbilt University, Nashville, TN, United StatesIT and Human Research and Clinic Center, Chung Ang University Medical School, Seoul, Republic of KoreaHuntsman Mental Health Institute, University of Utah, Salt Lake City, UT, United StatesVeterans Affairs (VA) Salt Lake City Mental Illness Research, Education, and Clinical Centers (MIRECC), Salt Lake City, UT, United StatesHuntsman Mental Health Institute, University of Utah, Salt Lake City, UT, United StatesVeterans Affairs (VA) Salt Lake City Mental Illness Research, Education, and Clinical Centers (MIRECC), Salt Lake City, UT, United StatesDepartment of Psychiatry, Chung Ang University Hospital, Seoul, Republic of KoreaObjectiveProblematic internet gaming by adolescents has been thought to be associated with low self-esteem, depression, anxiety, and attention problems. We hypothesized that both game literacy and coding education would effectively improve problematic internet use. However, game coding education would be more effective in enhancing self-esteem and social anxiety in adolescents than game literacy education.MethodsA total of 733 adolescent volunteers were included and randomly assigned to either the game coding education or game literacy education programs. Both programs consisted of eight sessions, each lasting 45 minutes, over four weeks. The coding education sessions included game planning and development lessons and allowed students to create the game’s characters, stages, and tutorials directly using Scratch, a free coding program. Game literacy education sessions included lessons on enjoying gaming with a healthy rationale and etiquette. Data on demographics, gaming patterns, and psychological status, including positive/negative perceptions of online games, depression, social anxiety, and self-esteem, were collected.ResultsBoth game coding and game literacy education significantly improved YIAS scores compared to baseline, and there was no significant difference in the YIAS scores between the two groups after the interventions. In the hierarchical logistic regression analysis of all participants, higher YIAS scores, stronger negative perceptions of gaming, and lower attention problem scores at baseline predicted lower levels of internet gaming addiction after interventions. In the hierarchical logistic regression analysis among individuals with game coding education, higher YIAS scores, stronger negative perceptions of gaming, lower attention problem scores, and higher self-esteem scores at baseline predicted lower levels of internet gaming addiction after intervention. In addition, game coding education greatly improved negative perceptions of games, self-esteem, and social anxiety compared to game literacy education.ConclusionBoth game literacy and game coding education effectively mitigate internet game addiction. However, game coding education effectively mitigated problematic internet gaming by improving negative perceptions of games, self-esteem, and social anxiety in adolescents. We found that the application of knowledge by students in creating their own games was more effective than simply developing a conceptual understanding of the games.https://www.frontiersin.org/articles/10.3389/fpsyt.2024.1377231/fullinternet gaming disordergame coding educationself-esteemdepressive symptomsgame literacy
spellingShingle Ellie Seunga Han
YeJi Park
Deborah Yurgelun-Todd
Deborah Yurgelun-Todd
Perry F. Renshaw
Perry F. Renshaw
Doug Hyun Han
Comparing the effectiveness of game literacy education and game coding education in improving problematic internet gaming
Frontiers in Psychiatry
internet gaming disorder
game coding education
self-esteem
depressive symptoms
game literacy
title Comparing the effectiveness of game literacy education and game coding education in improving problematic internet gaming
title_full Comparing the effectiveness of game literacy education and game coding education in improving problematic internet gaming
title_fullStr Comparing the effectiveness of game literacy education and game coding education in improving problematic internet gaming
title_full_unstemmed Comparing the effectiveness of game literacy education and game coding education in improving problematic internet gaming
title_short Comparing the effectiveness of game literacy education and game coding education in improving problematic internet gaming
title_sort comparing the effectiveness of game literacy education and game coding education in improving problematic internet gaming
topic internet gaming disorder
game coding education
self-esteem
depressive symptoms
game literacy
url https://www.frontiersin.org/articles/10.3389/fpsyt.2024.1377231/full
work_keys_str_mv AT ellieseungahan comparingtheeffectivenessofgameliteracyeducationandgamecodingeducationinimprovingproblematicinternetgaming
AT yejipark comparingtheeffectivenessofgameliteracyeducationandgamecodingeducationinimprovingproblematicinternetgaming
AT deborahyurgeluntodd comparingtheeffectivenessofgameliteracyeducationandgamecodingeducationinimprovingproblematicinternetgaming
AT deborahyurgeluntodd comparingtheeffectivenessofgameliteracyeducationandgamecodingeducationinimprovingproblematicinternetgaming
AT perryfrenshaw comparingtheeffectivenessofgameliteracyeducationandgamecodingeducationinimprovingproblematicinternetgaming
AT perryfrenshaw comparingtheeffectivenessofgameliteracyeducationandgamecodingeducationinimprovingproblematicinternetgaming
AT doughyunhan comparingtheeffectivenessofgameliteracyeducationandgamecodingeducationinimprovingproblematicinternetgaming